XP 스크립트

http://www.rmxp.org/forums/showthread.php?t=7121
(로그인 필요)
이벤트에 지정된 스프라이트의 크기가 클 경우, 거기에 맞춰서 이벤트의 '크기'를 지정하는 것입니다.(여기서 말하는 이벤트의 '크기'는 해당 이벤트를 플레이어나 다른 이벤트가 통과할 수 있는가 여부와 관련있습니다) 일단 작동은 첨부된 데모를 참조하기 바랍니다.


class Game_Character

attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right

def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
end

#--------------------------------------------------------------------------
# *** BEGIN Sized Events v1.0
#--------------------------------------------------------------------------
# By Toby Zerner
# USAGE:
# In a parallel process event, call this script-x:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details.
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
end

#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end

# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end

# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end

# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end

# passable
return true
end

#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end

end

class Game_Player

#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end

end


사용법: 맵에 병렬처리되는 이벤트를 하나 만들고 다음처럼 지정합니다 -
$game_map.events[ID].size(SIZE_X, SIZE_Y)
size_x/y는 이벤트의 가로/세로 크기(단위가 어떻게 되는지는 데모를 보세요).

Who's 백호

?

이상혁입니다.

http://elab.kr

Atachment
첨부 '1'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6203
174 기타 멋진...제작자 정보를 그림으로 1 백호 2009.02.22 1233
173 기타 Near Fantastica's SDK Test Bed 3 file 백호 2009.02.22 885
172 기타 Text Scroll by Dubealex (Release 3) 2 file 백호 2009.02.22 940
171 기타 Multiple Currencies(여러 개의 통화단위 사용) 2 백호 2009.02.22 1124
170 기타 Terrain Encounter Areas by SephirothSpawn 백호 2009.02.22 778
169 기타 Random Character Generator by SephirothSpawn (SDK호환) 1 백호 2009.02.22 1041
168 기타 KGC - RMXP 스크립트 개발용 프로젝트 1.01 4 file 백호 2009.02.22 1515
167 기타 Dynamic Stores by Astro_mech@rmxp.net 1 file 백호 2009.02.22 878
166 기타 아래 스크립트에 대한 Guillaume777님의 개량판입니다. 백호 2009.02.22 880
165 기타 KGC 디버거 (최신 올라온 것에 비해 성능은 딸리지만) file 백호 2009.02.22 929
164 기타 일시정지 스크립트 2 file 백호 2009.02.22 1796
163 기타 Weather Script 1.02 by ccoa 1 file 백호 2009.02.22 810
162 기타 다중 파노라마 사용 by Guillaume777 file 백호 2009.02.22 886
161 기타 ABS 몬스터 HP 게이지 바 11 백호 2009.02.22 2485
160 기타 파노라마 스크롤 스크립트 개량판 by Guillaume777 1 백호 2009.02.22 896
159 기타 제작한 게임의 파일을 모두 exe파일 하나에 쓸어담기 by sheefo@Creation Asylum 1 file 백호 2009.02.22 1240
158 기타 ID띄우기 스크립트(新) 3 백호 2009.02.22 1280
157 기타 창고 시스템 8 백호 2009.02.22 1763
156 기타 Selected phyolomortis.com scripts 1 file 백호 2009.02.22 789
155 기타 스크립트 자료 3 file 백호 2009.02.22 905
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 Next
/ 13